CMake를 왜 쓰는거죠?
좋은 툴은 Visual Studio 뿐입니다. 그 이외에는 전부 사도(邪道)입니다 사도! - 작성자
- 이 문서는 CMake를 주관적으로 서술합니다
- 이 문서를 통해 CMake를 시작하기엔 적합하지 않습니다
https://cgold.readthedocs.io/en/latest/ 3.1 챕터까지 따라해본 이후 기본사항들을 속성으로 익히는 것을 돕기위한 보조자료로써 작성되었습니다
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEditor; | |
| using UnityEditor.PackageManager.Requests; | |
| using UnityEditor.PackageManager; | |
| using UnityEngine; | |
| using Unity.EditorCoroutines.Editor; | |
| namespace Unity.Editor.Example |
| static Lifecycle() => Debug.Log(Prefix + "Static Constructor"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Subs() => Debug.Log(Prefix + "Subsystem Registration"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] static void AfterAsm() => Debug.Log(Prefix + "AfterAssembliesLoaded"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] static void BeforeSlash() => Debug.Log(Prefix + "Before Splash"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void BeforeScene() => Debug.Log(Prefix + "BeforeScene"); | |
| private void Awake() => Debug.Log(Prefix + "Awake"); | |
| private void OnEnable() => Debug.Log(Prefix + "OnEnable"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void AfterScene() => Debug.Log(Prefix + "AfterSceneLoad"); | |
| [RuntimeInitializeOnLoadMethod] static void DefaultLog() => Debug.Log(Prefix + "RuntimeInit Default"); | |
| void Start() => Debug |
| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
| /* | |
| MIT License | |
| Copyright (c) 2019 Yoshitaka Kimisaki | |
| Permission is hereby granted, free of charge, to any person obtaining a copy | |
| of this software and associated documentation files (the "Software"), to deal | |
| in the Software without restriction, including without limitation the rights | |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| copies of the Software, and to permit persons to whom the Software is | |
| furnished to do so, subject to the following conditions: |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Reflection; | |
| using UnityEditor; | |
| using UnityEngine; | |
| public class MarkUnused | |
| { | |
| private const string UnusedLabel = "Unused"; // All unused assets will be tagged with this label |
CMake를 왜 쓰는거죠?
좋은 툴은 Visual Studio 뿐입니다. 그 이외에는 전부 사도(邪道)입니다 사도! - 작성자
| import android.os.Build | |
| import android.security.KeyPairGeneratorSpec | |
| import android.security.keystore.KeyGenParameterSpec | |
| import android.security.keystore.KeyProperties | |
| import android.util.Base64 | |
| import timber.log.Timber | |
| import java.math.BigInteger | |
| import java.security.GeneralSecurityException | |
| import java.security.KeyPairGenerator | |
| import java.security.KeyStore |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Diagnostics; | |
| public class CreateSymlinkProject { | |
| [MenuItem("Utils/Create Symlink Project")] | |
| static void DoIt() | |
| { | |
| string folderName = EditorUtility.SaveFolderPanel("Symlink Project Location", "", ""); |
| (defmacro return-or [sym expr] {:pre [(symbol? sym)]} | |
| `(if (reduced? ~sym) (unreduced ~sym) ~expr)) | |
| (defn imp-block [[expr & tail-exprs]] | |
| (match expr | |
| (('let pattern init) :seq) | |
| (if-not tail-exprs | |
| (list init) | |
| (match (imp-block tail-exprs) |